Name | Modified | Size | Downloads / Week |
---|---|---|---|
Parent folder | |||
Marathon2-20140104-Mac.dmg | 2014-01-18 | 92.0 MB | |
Marathon-20140104-Mac.dmg | 2014-01-18 | 59.6 MB | |
README.md | 2014-01-05 | 5.6 kB | |
MarathonInfinity-20140104-Mac.dmg | 2014-01-05 | 103.9 MB | |
AlephOne-20140104-Mac.dmg | 2014-01-05 | 17.4 MB | |
MarathonInfinity-20140104-Win.zip | 2014-01-05 | 102.7 MB | |
MarathonInfinity-20140104-Exe-Win.zip | 2014-01-05 | 5.7 MB | |
Marathon-20140104-Win.zip | 2014-01-05 | 49.3 MB | |
Marathon-20140104-Exe-Win.zip | 2014-01-05 | 5.7 MB | |
Marathon2-20140104-Win.zip | 2014-01-05 | 89.3 MB | |
AlephOne-20140104-Win.zip | 2014-01-05 | 6.4 MB | |
Marathon2-20140104-Exe-Win.zip | 2014-01-05 | 5.7 MB | |
AlephOne-20140104.tar.bz2 | 2014-01-05 | 4.9 MB | |
Totals: 13 Items | 542.6 MB | 0 |
Aleph One 1.1
The Aleph One 1.1 release features compatibility with the original Marathon files, and replicates many behaviors and features from the game. This release also includes the ability to export saved films to WebM videos, and fixes a number of gameplay and other bugs.
Aleph One 1.1 is not network compatible with the previous stable release.
Changes
Marathon file support
Aleph One can now read Marathon shapes, sounds, physics, maps, and can parse terminals and chapter screens from the original application. The all-in-one apps and zip files have been updated to include the original files, rather than M1A1.
Note that support for third-party conversions of the original Marathon game is not part of this release. Only the Bungie files have been tested.
Please also note that co-operative play is not supported when using original Marathon files.
Highlights:
- Full support for Marathon sounds including permutations
- Support for the Marathon HUD, as a Lua HUD plugin. You will need to have a Lua HUD plugin enabled to avoid visual problems.
- A Marathon terminal parser, that reads the terminal from the original engine, with layout updates including rectangles extracted from the original engine
- Numerous changes to support Marathon maps: fixes to exploration; implementation of glue, superglue, and glue triggers; exploration depends on the overhead map; extermination requires alien leaders and juggernauts to be killed
- Support for Marathon physics files, including careful analysis and emulation of the original weapon timings and other behaviors; also, grenade hopping/climbing and TOZT flying
- Support for Marathon specific monster behavior, when monsters are stuck on single polygons or navigating ouch polygons
- Support for Marathon intro, chapter, and epilogue screens
- Marathon level music is played if converted and placed in Music/00.ogg, etc. QuickTime MIDIs and the original Music file are not supported.
- Implementation of the "flooded" platform behavior from Marathon (platforms that rise out of ouch textures)
- Implementation of Marathon lighting types, reverse engineered from test maps
- Correct faders using values extracted from original engine
- Implementation of Marathon rebellion and rescue flags
- Sound propagation now matches the original; platforms are audible farther away
- Implementation of trigger sound activation, reverse engineered from test maps
- Implementation of monster sound activation, also reverse engineered from test maps
- Game world updates are suspended while reading terminals in Marathon maps (single player only)
FFmpeg
- Aleph One can export films to WebM video using FFmpeg; hold down the Option or Alt key when clicking "Replay Last Film" or "Replay Saved Film" to export
- Aleph One can now decode audio and video using the FFmpeg library. In addition to MPEG-1, there is now experimental support for playback of Theora video
Lua 5.2
- Aleph One's internal Lua has been upgraded to 5.2.2. The io library is now enabled for solo scripts. The bitwise operation library is enabled for all scripts.
- Aleph One can no longer load binary Lua scripts
Lua HUD
- Lua HUDs now have the full functionality of the classic HUD
- Most MML <interface> attributes, such as fonts, colors, and weapon display settings, can be read by Lua HUDs
Fonts
- The fonts file is no longer necessary. Freely distributable fonts are now built into the engine. Monaco has been replaced by ProFont, and Courier has been replaced by the gorgeous Courier Prime.
Other Changes
- The theme selector has been removed; theme support is available by plugin only
- The Lua console is now available by default unless disabled by MML
Bug Fixes (Film Profile 1.1)
- Fix sliding on slowly descending platforms (SF 1145240)
- Enable Infinity fixes, and prefer Infinity's tag and SMG behaviors to the reverse-engineered A1 behaviors
- Keep Persistent and Virulent projectiles from attaching to dying monsters and causing crashes
- Check that ranged attacks are valid before randomly choosing them
- Allow short non-flying kamikaze monsters to explode (SF 1701189)
- Don't let platforms freeze attack sequences; fixes the 'ketchup' bug (SF 1145241)
- Lua scripts that don't affect gameplay won't break film playback
- Maps no longer run out of ammo when "Dead Players Drop Items" is enabled
- Restore M2/Infinity's limit on number of mobile monsters. By default, only 20 AI paths are used at any given time. The previous limit of 128 may be restored through MML.
Other Bug Fixes
- Correct parasitic object positioning in OpenGL (Shader) renderer (SF 3537596)
- MML replacement sounds are now included in sound memory management
- Suppress error when Lua marks for loading collections that don't exist
- Lua HUD: allow Screen.crosshairs.lua_hud to be turned back off
- Sounds will no longer stop working over time (SF 571)
- Fix HUD problem with Double setting
- Terminals display properly after quit-game dialog is dismissed
- Properly handle empty file paths in MML (fixes 3D Examples plugin)
- (OS X) workarounds for retina display; should be safe to enable Automatic resolution now
- (OS X) workarounds for Mavericks changes that prevented game files from loading properly
- (OS X) gamma changes are buggy under Mavericks and have been disabled